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authormtamis <[email protected]>2017-02-28 18:24:59 +0100
committermtamis <[email protected]>2017-02-28 18:24:59 +0100
commit5581909a4d19db97304449f66404ff99a0429d3f (patch)
treea90f7eb85c095a8aba45cf5e909c82c1cdbed77d /NvCloth/samples/SampleBase/renderer/Mesh.h
parentFix cmake visual studio project generation (locate_gw_root.bat) (diff)
downloadarchived-nvcloth-5581909a4d19db97304449f66404ff99a0429d3f.tar.xz
archived-nvcloth-5581909a4d19db97304449f66404ff99a0429d3f.zip
Add visual samples.
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diff --git a/NvCloth/samples/SampleBase/renderer/Mesh.h b/NvCloth/samples/SampleBase/renderer/Mesh.h
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+/*
+* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#ifndef MESH_H
+#define MESH_H
+
+#include <vector>
+#include "PxVec2.h"
+#include "PxVec3.h"
+
+
+class Mesh
+{
+ virtual uint32_t getVertexStride() = 0;
+ // ... TBD
+};
+
+/**
+SimpleMesh: position + normal + uv
+We use only this type everywhere, once other versions will be required we should generalize Mesh and refactor code.
+*/
+class SimpleMesh : public Mesh
+{
+public:
+
+ class Vertex
+ {
+ public:
+ physx::PxVec3 position;
+ physx::PxVec3 normal;
+ physx::PxVec2 uv;
+ };
+
+ virtual uint32_t getVertexStride() { return sizeof(Vertex); }
+
+ std::vector<Vertex> vertices;
+ std::vector<uint16_t> indices;
+
+ physx::PxVec3 extents;
+ physx::PxVec3 center;
+};
+
+
+#endif //MESH_H \ No newline at end of file